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Post by bontainer on Apr 13, 2015 15:27:18 GMT
The files in this directory are convertable into XML files, when they become editable.
C4F53D913359740F = loot amount
This file defines how much loot you will find in chests and on bodies
CDCB723F8C565609 = shop file
This file has already been explained by JRavens
BF774EC796CA7319 = shop multiplier
This file contains the value mulitpliers for the shop file. Each shop unit (like ammo) can use up to 4 modifiers, each for a difficulty level.
A442439360EE9B5D = encounters
This file contains the spawn distance and spawn chance in varios areas
The rest does not contain values that can be useful (al least IMHO, maybe JRavens knows more)
77247810CF9D29DC = keyboard / Pad commands
4881E4C778199500 = key press or hold
009F72BDB46D4D2A = object definitions
4Ef705FE5CDB8750 = bags definitions (no content values)
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Post by JRavens on Apr 13, 2015 21:25:35 GMT
I'll skim through these and add any notes/thoughts. There are many others, but they have limited usefulness. The vast majority of things either being buried in the .exe or .dll (things like holstering, flashlight, etc) or being in an archetype file or uncompressed .fcb file. Those are much less... "fun" to play with and cause headaches.
I'll be posting a tutorial on archetype files in the future. Using Razorfinish and Janne252's decoded archetype files and browser goes a long way towards making these less difficult to work with. And those files are where you find the nuts and bolts like weapons and Ajays various physical stats (slope angle, fall distance, etc)
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Post by acon on Jun 23, 2015 1:04:32 GMT
Any idea on how to get to the weapon files? I'm trying to increase the weapon model FOVs.
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Post by bontainer on Jun 23, 2015 7:34:35 GMT
The weapon files are all ark.fcb files. You find them in the entityarchetypeslibrary. Problem with them is that they are not readable. Even if you convert them (convert binary) you get only binhex data.
I am working on a decoded collection of my own weapons, but it will take a few days until I am finished.
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Post by Craytose on Jul 27, 2015 14:13:34 GMT
What about the good old TimeScale setting? Which one is it located in?
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Post by JRavens on Jul 27, 2015 17:21:36 GMT
What about the good old TimeScale setting? Which one is it located in? Hi Craytose If you download the optional timescale only version of the Immersion mod I uploaded on nexus for you and use Dunia to unpack it you should have a Domino folder with a few directories inside it and one file. This file is a .lua file. If you open it in a text editor (I recommend Notepad++ but any good text editor that will not change the format of the text should work) and search for the timescale you should find the entry. I believe it is listed like this in the file: TimeScale (0.5); A timescale of 1.0 would be normal time so 0.5 is twice as slow and 3.0 would be three times as fast, etc. If you unpack it and there is no Domino folder let me know and I will upload a .zip here so you can add it to your mod. EDIT - and note to self I need to do a "How to" thread on this for the future.
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Post by Craytose on Jul 27, 2015 23:10:21 GMT
Haha I believe we may have met recently elsewhere? That's actually exactly what I did. I thought, "Well I can just see it in that file and then find it in the full mod." But oddly enough when I unpack the "Longer Days and Nights ONLY" patch_hd.dat and patch_hd.fat I get the unpack and in it there is an _UNKNOWN folder, then a game, gfx, and unknown inside that one. Inside the game folder I find fcb files. Inside the gfx folder there are xbt and xbg files. And finally inside the unknown there are a lot of files that are only called "File" and have no extension. I remember a guy named Chorizoss (or something like that) having an "lockedcontentcheck.lua" inside one of his mods for FC3 and that was how I was able to customize the timescale to exactly what I wanted for FC3 so I was looking for a .lua file already. I believe in that one it was domino->system->lockedcontentcheck.lua It's funny cuz I thought, "Man I can't ask that person again because they've already put a mod up specifically for me and answered a bunch of other stuff not even related to their mod." I recalled you mentioning this site if I was interested in FC4 modding and so I thought I'd just post it here. You must just like to help people that enjoy your work eh? I do really appreciate it, and it will make me enjoy FC4 that much more!
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Post by Craytose on Jul 28, 2015 0:33:29 GMT
Actually, while I've got you here and hopefully can stop badgering you after this, is there a way to make it so the wingsuit deployment and the spring hotkeys don't HAVE to be the same thing? I am so tired of sprinting off of a rooftop only to "deploy" my wingsuit on the way down just to hit the ground and go down to like 20% health. Seriously, who makes a game THIS awesome and misses something THAT annoying?!?
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Post by JRavens on Jul 28, 2015 2:14:04 GMT
Haha I believe we may have met recently elsewhere? That's actually exactly what I did. I thought, "Well I can just see it in that file and then find it in the full mod." But oddly enough when I unpack the "Longer Days and Nights ONLY" patch_hd.dat and patch_hd.fat I get the unpack and in it there is an _UNKNOWN folder, then a game, gfx, and unknown inside that one. Inside the game folder I find fcb files. Inside the gfx folder there are xbt and xbg files. And finally inside the unknown there are a lot of files that are only called "File" and have no extension. I remember a guy named Chorizoss (or something like that) having an "lockedcontentcheck.lua" inside one of his mods for FC3 and that was how I was able to customize the timescale to exactly what I wanted for FC3 so I was looking for a .lua file already. I believe in that one it was domino->system->lockedcontentcheck.lua It's funny cuz I thought, "Man I can't ask that person again because they've already put a mod up specifically for me and answered a bunch of other stuff not even related to their mod." I recalled you mentioning this site if I was interested in FC4 modding and so I thought I'd just post it here. You must just like to help people that enjoy your work eh? I do really appreciate it, and it will make me enjoy FC4 that much more! No worries I created a new thread on how to modify the Time Scale and I included the necessary file as an attachment you can download. You may need to join the forums to actually download it - I'm not sure how that works with visitors and attachments. Thread hereI used lockedcontent early on, but there was some confusion as to whether or not that was causing people to have access to content they shouldn't have (sandman, driller, etc) and being locked out of content they should (the syringe mission, hurk missions, etc.) Ultimately several patches in they encrypted the file and the point became moot since I couldn't use it. Then there was a series of cat and mouse with Ubi to find files that I could stick it into and the game would still read from. Currently it works with the file I am using in that thread I posted, but be aware if Ubi ever does another patch (God please no) then it may stop working again. I started these forums too, but I probably mentioned them because there are a lot of great people here that can help even if I get busy or disappear for extended periods. I tend to drift off whenever I see something shiny and new (did someone say Fallout 4?!) but eventually I make my way back.
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Post by JRavens on Jul 28, 2015 2:26:01 GMT
Actually, while I've got you here and hopefully can stop badgering you after this, is there a way to make it so the wingsuit deployment and the spring hotkeys don't HAVE to be the same thing? I am so tired of sprinting off of a rooftop only to "deploy" my wingsuit on the way down just to hit the ground and go down to like 20% health. Seriously, who makes a game THIS awesome and misses something THAT annoying?!? The wingsuit is especially annoying. Not only is there no way to really unbreak the binding, but even if you do remap the binding you can STILL deploy the wingsuit from the shift key so it's like it's "hard coded" for the shift key. I've also tried various deployment values about how fast you have to be going and how far you have to fall before it will deploy, but haven't found anything really satisfactory. There are just too many places in far cry like ledges, rocks, buidlings, etc you can jump off at all different heights and if the wingsuit DOESN'T deploy then you usually take fall damage. It's all very annoying. Hopefully someone else will find more variables we can customize or another way to tweak it. EDIT - oh and there also doesn't seem to be a way to allow players to "pitch up" in the wingsuit or hang glider... except for some scripted spots that seem to have updrafts or down drafts that force you higher or lower. To get back to your original question however as long as you don't mind sprint being something else you might find a workaround. The file controlling key mappings is: \patch_hd\__UNKNOWN\misc\4881E4C778199500.xml Since this is an xml you don't even need to convert it to modify it. Just open it with a text editor. Sprint is controlled by this line: <Binding input="KB_LSHIFT" action="press" signal="sprint" remapped="REMAPPABLE_CONTROL_KB_LSHIFT"/> Wingsuit Deployemnt is controlled by this line: <!-- <Binding input="KB_LSHIFT" action="click" signal="deploy_wingsuit" remapped="REMAPPABLE_CONTROL_KB_LSHIFT"/> --> <!-- and --> was used to comment this line out and as you can see the wingsuit still works :( As I said in versions prior to 1.9 even changing these did not change the sprint key or shiftkey causing deployment. You can test it though and maybe (hopefully) it's been changed for v1.10 Good luck!
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Post by LinkHero95 on Mar 17, 2019 7:41:13 GMT
Where are these files located in game ? I have tried unpacking the default game fat files and have had no luck.
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